medicalmisanthrope said: Also, when coloring your models, do you use any bit map textures or bump maps, or do you simply change the color on the shader? All of you models are solid surface modeling, correct? No organic modeling involved? So far I’ve only learned solid surface modeling and have been wondering if it would be possible to model characters without organic techniques or programs such as Z-Brush.
I’m super lazy with my texturing because I’m a horrible person.
That said I do use some bitmap textures here and there but more often than not as a way to modulate the mixing of materials. I don’t know how familiar you are with the materials system in Cycles but it’s a lot of stuff done in there.
Yep, all solid surface. The closest I get to organic is how much I abuse the subsurf modifier. I find it’s a nice halfway point between NURBS and normal mesh modeling, especially since blender’s NURBS implementation isn’t really the best.
You can definitely model characters without using organic modeling techniques. It all depends on the type of character of course. For people the best way is to model a base mesh normally, getting the basic shape and proportions right, then hurl it into something like Zbrush, Mudbox or blender’s dynamic topology sculpting mode, then do all the important details.
For robots, I’d personally say stick with solid surface. I’ve seen some people do robots in Zbrush and they came out just fine from what I could see. I’ve never used the program so I can’t say if it’s easier or not. I imagine you don’t have to care as much about topology though.